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As of today, you can become one of the first gamers to play Sci-Fi role-playing title from Maverick Games. Stellar Tactics is now available as the game in development on GOG.COM. It features turn-based ground combat, space exploration, complex character customization and a vast living universe with over 160,000 star systems.

Buy Stellar Tactics on GOG.COM until 19th February 2020, 2 PM UTC, and get a 25% discount!

Note: This game is currently in development. See the <span class="bold">FAQ</span> to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
high rated
Hi all - and thank you for your interest in Stellar Tactics. A few answers to questions posted here:

IronArcturus - Every time you start a new game the universe is generated from a random seed you input in a field. Every location in the game is handcrafted, enemies are manually placed in "sets". Story locations are all handcrafted and not used in the games procedural mission generator. The faction mission generator creates objectives, selects enemy sets, enemy types, and locations that you explore. You can choose the length of these missions from around 45 minutes all the way up to 6 hours or so in length. This game has a beginning and no end - missions are generated forever and you choose when/where to take them. Faction missions award loot, experience, faction and tokens that can be used to purchase faction armor from faction vendors.

The game is not linear other than the prologue up to the point where you can purchase your FTL drive. So, it is not a game that leads you by the nose through content. You set your own goals, explore at your own pace and develop your main character, crew, and ships any way you want. For now, until more story goes into the game, you are set free in an open universe with no goals other than the ones you make for yourself.

darktjm - Space combat is real-time with pause. When you pause space combat, you can scan ships to view their equipment/stats, adjust your shields, power levels, turret targets etc. It plays out and you make adjustments as needed by pausing the game (or in real-time if you want). Space combat is not twitchy or reflex-based.
A Linux version is planned. I have heard that you can run the game in Wine flawlessly right now.

IronArcturus - "Are the star systems randomized?" - Yes, as a solo developer there is no way for me to handcraft 160,000 star systems ;)

Anothername - I will be adding a permadeath mode option for players before the final release - fully optional. As it is, there are quicksaves, autosaves between area transitions and full save-game support anytime, anywhere other than in the middle of combat. There has never been a save-game wipe and there never will be. The save system is fully stable and designed for all future content.

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smuggly: Is there a roadmap? I see it's been in EA since 2016. Thanks
Is it true there are no saves/saving in game?
See above regarding saves.

There is a roadmap and "What's next" pinned to the top of the Steam forums. I also post what I'm working on in the game itself (as of the last patch) in the lower right corner of the games main menu so you can always see what I'm working on.
Post edited February 13, 2020 by PainOfSalvation
Are the star systems randomized?
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karnak1: Game looks really cool. And definitely interested.

Now I wish GOG could also get Star Traders: Frontiers here:
https://store.steampowered.com/app/335620/Star_Traders_Frontiers/

Wishlist:
https://www.gog.com/wishlist/games/star_traders_frontiers
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i_ni: Have Trese Brothers ever approached GoG? Never heard of it, seems they're very pro-Steam and pro-mobile.
On a side note, they do Linux&Mac builds for every game, a feat not that common... Also, Devs are very community & updates(features & fixes) friendly, I'd say the best Dev team I witnessed.

And BTW, they're running a kickstarter for their new project (was funded in the first dozen hours!!!):
https://www.kickstarter.com/projects/tresebrothers/cyber-knights/description (22 days to go)

P.S. Found it:
https://steamcommunity.com/app/335620/discussions/0/1520386297704789795/#c1489987633996511966

... [no GoG because] every different store takes time and management to make it worth it. We really like Steam, the rating systems, the discussion boards, all built in Achievements and Leaderboards, and the future potential for modding our games. For now, this is our home when it comes to desktop games :)
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i_ni:
Thanks for the reply.
Somehow I distrust their argument concerning "different stores/time/management/worth". If it was so difficult and unprofitable to manage different versions of a game, then we wouldn't have so many games from indie publishers on GOG.
I suspect that - for whatever reason - the devs must have some sort of bias concerning GOG. Maybe because their previous games were rejected by GOG in the past. And some people can really hold a grudge, who knows?
https://www.gog.com/forum/general/trese_brothers_please/post3
This is driving me crazy. Why do so many games start on Steam and then much later (many times over a year) get released on GOG? I have many games I bought on Steam because there was never any indication they would come to GOG and then they do. I much prefer GOG to Steam.
Mandatory wishlist, too bad it's InDev, I only purchase finished titles, though I do not doubt that they will finish this game!

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Breja: "As of today, you can become one of the first gamers to play Sci-Fi role-playing title from Maverick Games."

"Note: This game is currently in development."

"Release date: September 23, 2016"

Ok then.
Uhh, wait... scratch my last line, looks like it will die InDev!
Post edited February 13, 2020 by takezodunmer2005
@karnak1
I know that GoG seems to only give certain developers access to whatever it is that allows the dev to update their games directly, instead of each update going through GoG first. Which seems retarded to me. That's most the reason why the Barony devs don't like to deal with GoG because it's such a hassle.
Post edited February 13, 2020 by Flesh420.613
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Flesh420.613: @karnak1
I know that GoG seems to only give certain developers access to whatever it is that allows the dev to update their games directly, instead of each update going through GoG first. Which seems retarded to me. That's most the reason why the Barony devs don't like to deal with GoG because it's such a hassle.
I thought GOG had already managed to fix that issue (or were working on it). Yeah, it seems working with steam may be easier concerning that issue.
Thanks for the info.
So... any rogue/souls/permadeath/you-cannot-save-so-fckyou -like/-lite shenanigans?

Keeping my eye on this. Within a 10 feet pole safety distance.
high rated
This game gives me Jagged Alliance in StarCraft universe vibes!

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GA01: I have many games I bought on Steam because there was never any indication they would come to GOG
Then don't do this but tell them to release on GOG.
Why should devs care about GOG if you are buying games on Steam anyway?
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Anothername: So... any rogue/souls/permadeath/you-cannot-save-so-fckyou -like/-lite shenanigans?

Keeping my eye on this. Within a 10 feet pole safety distance.
It's more like the classic Fallout/JA2 games. I finally broke down and bought it and am very pleased, considering it's early access. It has that specific quality that older RPGs had where you can get lost in it for hours.
Is there a roadmap? I see it's been in EA since 2016. Thanks
Is it true there are no saves/saving in game?
Post edited February 13, 2020 by smuggly
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smuggly: Is there a roadmap? I see it's been in EA since 2016. Thanks
Is it true there are no saves/saving in game?
There's 'load game' right on the main menu.

Roadmap:
"[UPDATED 10/25/19]
I thought I would post the development roadmap for everyone. While I won't make promises or provide any hard dates for the release of any of the features below. I'll keep this post pinned and update it if/when there are changes.

The "Prologue" is the initial release of Stellar Tactics on Steam Early Access. It currently contains almost unlimited gameplay with the opening of the universe.

I should also say that though internal testing of these systems shows that these systems are stable and fully playable, Early Access will most certainly surface new bugs/issues/problems as well as gameplay balance and hardware-specific issues. Early Access is for those who want to play the game and be involved in providing feedback, suggestions and who don't mind a few rough edges.

All translations to foreign languages will take place when the game is finished. I can only translate the game once and with possible story changes etc, that is the ideal time to translate the game.

Just a note on the definition of [DONE] below - I plan to return to all systems and add polish. Systems like combat will get additional features and polish. The goal right now is to get the main systems in, gather feedback and then go back and polish based on community suggestions.

Prologue:
DONE - All core ground animation, navigation and interface complete and ready for testing
DONE - Ground combat implemented and ready for feedback
DONE - Space navigation and interface ready for testing
DONE - Mission system
DONE - Dialog system
DONE - Log system
DONE - Hacking
DONE - Weapon Mod system
DONE - Dynamic and static loot system
DONE - Complete prologue narrative and all missions through Achmedius (the first Star System you encounter)
DONE - Universe creation system
DONE - "Autonomous Universe AI" (AUAI Living Universe) with AI travel and destination
DONE - Asteroid Mining
DONE - Fully functional Load/Save
DONE - Transitions from ground/space/space/ground
DONE - Combat perks for all COMBAT skills to level 60

Following Prologue, I'll release the ALPHA version when the following systems are ready for testing. I may roll some of these systems out during Alpha as they become ready:
Sneaking and trap system
Additional Devices (combat-related and other)
Repair
"Azimuth" available upon discovery - powerful team synergy ground combat skills
Additional narrative and locations for the main story
Tuning pass
*ONGOING* - Further updates to the combat system - additional features, polish and devices related to combat, combat navigation and the addition of attacks of opportunity.
*ONGOING* - "Autonomous Universe AI" (AUAI) faction and additional AI states
DONE - Crafting
DONE - Commodities Trade system
DONE - Ground Mining drone system
DONE - Cargo transfer
DONE - Perks through level 100 (combat, space, first aid, and hacking) - other perk lines will go in with features as I roll them out.
*DONE* - Weapon mod removal
*DONE* - Unlock of all space sectors (10,000 total)
*DONE* - FTL Travel - FTL map available
*DONE* - Mapping system - I'll likely expand on this in the future
*DONE* - Grenades and Health Kits will be moved to their own action bar slots.
*DONE* - Dynamic mission generator
*DONE* - Shipyards available for purchasing and customizing ships
*DONE* - Space Combat - first pass ready for feedback
*DONE* - Faction Agents will buy scan data

When all the above systems are implemented I'll open up the BETA. During BETA I will be tackling the following:
Global tuning pass
"Autonomous Universe AI" (AUAI) testing and tuning
Addition of remaining narrative and locations for the main story
Additional locations for Dynamic missions
Ability to override portraits with custom portraits for your team members."
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StellarTactics: Hi all - and thank you for your interest in Stellar Tactics. A few answers to questions posted here:

IronArcturus - Every time you start a new game the universe is generated from a random seed you input in a field. Every location in the game is handcrafted, enemies are manually placed in "sets". Story locations are all handcrafted and not used in the games procedural mission generator. The faction mission generator creates objectives, selects enemy sets, enemy types, and locations that you explore. You can choose the length of these missions from around 45 minutes all the way up to 6 hours or so in length. This game has a beginning and no end - missions are generated forever and you choose when/where to take them. Faction missions award loot, experience, faction and tokens that can be used to purchase faction armor from faction vendors.

The game is not linear other than the prologue up to the point where you can purchase your FTL drive. So, it is not a game that leads you by the nose through content. You set your own goals, explore at your own pace and develop your main character, crew, and ships any way you want. For now, until more story goes into the game, you are set free in an open universe with no goals other than the ones you make for yourself.

darktjm - Space combat is real-time with pause. When you pause space combat, you can scan ships to view their equipment/stats, adjust your shields, power levels, turret targets etc. It plays out and you make adjustments as needed by pausing the game (or in real-time if you want). Space combat is not twitchy or reflex-based.
A Linux version is planned. I have heard that you can run the game in Wine flawlessly right now.

IronArcturus - "Are the star systems randomized?" - Yes, as a solo developer there is no way for me to handcraft 160,000 star systems ;)

Anothername - I will be adding a permadeath mode option for players before the final release - fully optional. As it is, there are quicksaves, autosaves between area transitions and full save-game support anytime, anywhere other than in the middle of combat. There has never been a save-game wipe and there never will be. The save system is fully stable and designed for all future content.
avatar
smuggly: Is there a roadmap? I see it's been in EA since 2016. Thanks
Is it true there are no saves/saving in game?
avatar
StellarTactics: There is full save-game support. Quicksaves, autosaves between areas, and manual saves. There will never be a save game wipe and there are some players with over 2000 hours played at this time.

There is a roadmap and "What's next" pinned to the top of the Steam forums. I also post what I'm working on in the game itself (as of the last patch) in the lower right corner of the games main menu so you can always see what I'm working on.
Thank i'll buy it now.
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karnak1: Game looks really cool. And definitely interested.

Now I wish GOG could also get Star Traders: Frontiers here:
https://store.steampowered.com/app/335620/Star_Traders_Frontiers/

Wishlist:
https://www.gog.com/wishlist/games/star_traders_frontiers
Agreed, both Stellar Tactics and Star Traders Frontiers are some of my fondest indie purchases over the last few years.

The makers of Star Traders Frontier have a new game on Kickstarter btw, Cyber Knights (turnbased combat with squad/base management)
Heck yes! I've been Steam-stalking this game for a few years now, ever since someone mentioned it here. It's exactly the kind of game I'd want - travelling the stars in your ship and then jumping down planetside for some turnbased action, all while gearing and levelling up, crewing and crafting.

I always forget about it for a bit, then get reminded and go take a look at the Steam forums to see how far along on the roadmap the dev is (seemed like he was always moving along at a decent clip). All the while hoping it would show up here on release!

Instabought - well a bit later today (wallet in car LOL). Don't think I'll play until the story mode comes out, but super excited this is here. Or maybe I'll fire it up to just fly around in a wreck of a ship with a newbie crew just to see what it's like...

Thanks!